Scenario.txt

In Scenario.txt you can define basic scenario settings including simple dynamic maps, player presets and starting material, game goals, weather conditions etc. Most of these settings can be adjusted more comfortably in the scenario properties in the editor. For more complex settings, automatic rejoins, mission sequences and more you will have to write a script.
Some values are specified as 4 numbers. They define average, deviation, minimum and maximum values. The actual value is determined according to the expression BoundBy(average + Random(2 * deviation + 1) - deviation, minimum, maximum);.
Section [Head]
Value Data type Description
Icon Integer Default icon for the scenario. See the scenario options in the menu system.
Title String (max 512) Title for the scenario. Entries in Title.txt will override this value.
Version 4 integers Engine version required by the scenario.
Access Integer
Difficulty Integer Tells the difficulty of the scenario.
RoundOptions Integer 0 or 1. Allow other players to change scenario properties in the menu system.
MaxPlayer Integer Maximum player count.
MaxPlayerLeague Integer Maximum player count with league.
MinPlayer Integer Minimum player count. Is honored when starting a game via the fullscreen menu and also by dedicated servers.
NoInitialize Integer 0 or 1. If 1, basic startup objects as defined in Scenario.txt (player material and buildings, animals, vegetation) are not placed. This flag is automatically set in savegaes and is used to avoid duplication by repeated scenario initialization. The flag ignores among others the values Buildings, Vehicles, Material, Vegetation, InEarth, and Animals.
MissionAccess String The scenario will only load if the player gained this password in another scenario. See script function GainMissionAccess().
Replay Integer Set automatically be the engine. Marks the scenario as record.
Film Integer 0 or 1 und only valid for records. If 1, the view always follows the first player and all player controls are invisible.
ForcedGfxMode Integer 0-2. 0: All engines possible; 1: NewGfx only (OpenGL/D3D); 2: OldGfx only (8bit-DDraw).
DisableMouse Integer 0 or 1. If 1 the mouse can't be used.
FairCrewStrength Integer Strength of the fair crew.
Font String Font that is used by the scenario. The name of the font needs to be specified, not the filename. Supported filetypes: fon, fnt, ttf, ttc, fot, otf
ForcedAutoContextMenu Integer -1 - 1. -1: No Setting: 0: Menu doesn't open automatically when entering a building. 1: Menu opens automatically when entering a building.
ForcedAutoStopControl Integer -1 - 1. -1: No setting. 0: Forced classic control. 1: Forced Jump'n'Run control.
ForcedFairCrew Integer 0 - 2. 0: Setting can be change. 1: Forced fair crew. 2: Forced trained crew.
Loader String Filename of the image to be displayed in the lobby and while loading the scenario. The wildcard * may be used.
Origin String Path. Definitions are loaded from the specified path, even if the scenario isn't located there.
Section [Game]
Value Data type Description
Rules ID list Game rules.
Goals ID list Game goals.
ValueOverloads ID list List of definitions for which the values should be overridden. The amount will be the new value.
FoWColor DWORD Color of the fog of war
Mode Integer Obsolete. 0 Cooperative, 1 Melee, 2 Teamwork-Melee.
Elimination Integer Obsolete. Player elimination by: 0 Loss of captain, 1 Loss of crew, 2 Loss of flag.
CooperativeGoal Integer Obsolete. Value for goal in the menu system (0-4)
CreateObjects ID list Obsolete. Game goal: These objects must be created.
ClearObjects ID list Obsolete. Game goal: The object counts must be reduced to x.
ClearMaterials Material list Obsolete. Game goal: The material count must be reduced to x.
BaseFunctionality Integer A bit mask that defines which functionality a home base object will offer. See Homebase Functionality. From CR.
BaseRegenerateEnergyPrice Integer The cost of recharging a clonk to 100% life energy in the home base. Default is 5. Value 0 will yield free recharging. From CR.
LandscapeInsertThrust Integer 0 or 1. Affects how liquids are pushed away by material. Before Clonk Rage for example water was just replaced by earth when throwing a chunk of earth into it. Since Clonk Rage the water level increases instead. 0 activates the old behavior.
Sections [Player1] [Player2] [Player3] [Player4](5. Player will be the same as [Player1] etc.)
Value Data type Description
Wealth 4 integers Seed capital.
Position 2 Integer Start position as coordinates for the un-zoomed landscape. Both -1: Random position.
Crew ID list Type and count of initial crew members.
Buildings ID list Buildings available at game start.
Vehicles ID list Vehicles available at game start.
Material ID list Materials available at game start
Knowledge ID list Objects the player should initially be able to create.
HomeBaseMaterial ID list Materials available to buy at game start.
HomeBaseProduction ID list Additional supply of materials to buy.
Magic ID list Available spells. If the list is empty, all spells are available (backwards compatibility).
EnforcePosition Integer 0 or 1. 1 disables searching for a free area for the player.
Section [Landscape]
Value Data type Description
Vegetation ID list Vegetation types and ratio.
VegetationLevel 4 integers 0-100. Vegetation amount.
InEarth ID list Types and proportionate shares of buried objects.
InEarthLevel 4 integers 0-100. Amount of buried objects.
Sky String Sky texture from Graphics.c4g (without filename extension)
SkyFade 6 integers Sky color gradient (RGB to RGB). Values 0-255. With all values 0, the default blue background will be used.
BottomOpen Integer 0 or 1. Determines wether the bottom of the game world should be open.
TopOpen Integer 0 or 1. Determines wether the top of the game world should be open.
LeftOpen Integer Height until which the left side of the game world is open.
RightOpen Integer Height until which the right side of the game world is open.
AutoScanSideOpen Integer 0 or 1. If 1, LeftOpen and RightOpen will be set automatically depending on the landscape at game start.
MapWidth 4 integers Base width of the dynamic map.
MapHeight 4 integers Base height of the dynamic map.
MapZoom 4 integers Factor for zooming the map to the real game world. Default is 10.
Amplitude 4 integers 0-100 with tolerance. Hill height for dynamic maps.
Phase 4 integers 0-100 with tolerance. Hill offset for dynamic maps.
Period 4 integers 0-100 with tolerance. Hill interval for dynamic maps.
Random 4 integers 0-100 with tolerance. Random deviance for dynamic maps.
Material String Material-texture definition of the base material for dynamic maps.
Liquid String Material-texture definition of the liquid material for dynamic maps.
LiquidLevel 4 integers 0-100 with tolerance. Liquid level for dynamic maps.
MapPlayerExtend Integer 0 or 1. Determines wether the dynamic map will be extended for every player activated at game start.
Layers Material list Additional material layers in earth for dynamic maps.
ExactLandscape 1 Integer 0 or 1. Specifies wether the Landscape.bmp is an actual game landscape.
Gravity 4 integers 10-200: Gravity. Default 100.
NoScan Integer 0 or 1. If 1, some ingame landscape checks will be turned of, such as freezing, melting or material counting.
KeepMapCreator Integer 0 or 1. If 1, the internal MapCreater won't unload after game start, so functions like DrawDefMap still work.
SkyScrollMode Integer 0 to 2. 0: Static sky, 1: The sky moves with the wind, 2: The sky is drawn half-parallax.
FoWRes Integer Granularity of the Fog of War. Default: 64. Warning: smaller values will improve the looks of the FoW but will also severely increase processing times.
Section [Animals]
Value Data type Description
Animals ID list Freewheeling creatures.
Nest ID list Buried nests.
Section [Weather]
Value Data type Description
Climate 4 integers 0-100 with tolerance. Average temperature. 0 warm, 100 cold.
StartSeason 4 integers 0-100 with tolerance. Season at game start.
YearSpeed 4 integers 0-100 with tolerance. Speed of season change.
Rain 4 integers 0-100 with tolerance. Precipitation amount.
Wind 4 integers -100-100 with tolerance. Wind direction and strength.
Lightning 4 integers 0-100 with tolerance. Probability for lightnings.
Precipitation String Simple material definition precipitation.
NoGamma Integer 0 or 1. If 1, the current season won't cause a small global color change.
Section [Disasters]
Value Data type Description
Meteorite 4 integers 0-100 with tolerance. Probability for meteorites.
Volcano 4 integers 0-100 with tolerance. Probability for volcanos.
Earthquake 4 integers 0-100 with tolerance. Probability for earthquakes.
Section [Environment]
Value Data type Description
Objects ID list Environment control objects that are placed at game start.
Section [Definitions]
Value Data type Description
LocalOnly Integer If LocalOnly is 1, only definitions local to the scenario file will be load.
Definitions List of strings With the Definitions entry (e.g. Definitions="Objects.c4d", "Knights.c4d") you can specify which object definition packs (c4d) are to be loaded with this scenario. The specified files must be available in the Clonk directory; you must put double quotes around them. If files are specified here, manual pack selection in the menu system is disabled.
Definition1 to 9 String(s) With Definitionx entries you can specify which object definition packs (c4d) are to be loaded with this scenario. The specified files must be available in the Clonk directory. If files are specified here, manual pack selection in the menu system is disabled.
SkipDefs ID list List of object definitions (C4IDs) which are not to be loaded with this scenario. This can be used to prevent researching certain object types in the game.
Sven2, Fulgen, Oktober 2019